Perfect Dark Mysteries

Related Links:
Perfect Dark Multi Mysteries
Perfect Dark Secrets
Perfect Dark Cheats
Golden Eye Mysteries
FAQ
Welcome! This page is all about strange things we find in Perfect Dark. Of course the game has been recreated from Golden Eye, avoiding the errors that were in it originally. But we all know the Rare team: always putting in strange things, that have no purpose whatsoever, if not something totally wacky that is completely unexplainable (strange sightings in the multiplayer levels, for example). Anyhow, if you have any mysteries to report or to unveil, or if you simply want to give your opinion on some weird theory, just e-mail me at gepdhq@yahoo.com.

 

DarkFile #00001 - Multiplayer mysteries
Mystery:
These are some of the most perplexing mysteries: why are there a lot of these strange unreachable ammo boxes? They haven’t been reached up to now. Even stranger - why is there a big question mark in the grill under an elusive ammo box situated above the hole in the vents in the level: Warehouse?
Mys1-1.jpg (33046 bytes)Dark File #00001 / Multi-player mysteries
Theory:
Well it’s probably another one of those tricks by the Rare team! We haven’t confirmed any use of these ammo boxes. [Keep your eyes peeled for a separate page that you will be able to link from here, containing all the information you need on these strange mysteries.] - Has now opened. Click here.

 

DarkFile #00002 - Mr. Blonde - frozen confrontation...(SOLVED)
Mystery:
Whoever has read my Cheats section (shortcut to cheats) will notice that with the cheat “Finally out of Lucerne Tower!” there is a part that makes you encounter a Mr. Blonde and two female dataDyne guards that don’t move. Here is the explanation of this strange thing.
Dark File #00002 / Mr. Blonde - Frozen confrontation
Explanation:
Perfect Dark does not use pre-rendered cinema scenes (if it did, it would be just like watching the same scene over and over - a bit like watching T.V. - and there would be no blood, it would not match what happened in the game. If it did render the scenes every time, the machine would create the images every time, changing the little details so that it would comply with what happened in the level. An advantage to this is that you don’t use up memory for images. But the disadvantage is that you need a really powerful engine to create these images real-time and quickly, and the resolution isn’t so good - that’s why the new consoles have good graphics, they are able to process those...). Instead, it renders the scenes every time, taking objects out of the game and controlling them as the scene goes. Since Mr. Blonde appears at the end, he had to be “stored” somewhere till the cinema came along - that’s why he appears bloody at the end if you shoot him (same thing with every other character). As for the ammo boxes in Special and Perfect Agent, they were also stored there, since you can’t get them up top in those difficulties.

 

DarkFile #00003 - Useless control tower
Mystery:
Why is there a fourth, useless room if you take the big elevator at the end of Air Base - Espionage? Has Rare forgotten to take this out, as a beta leftover, a bit like the Island in the “Dam” level in Golden Eye?
DarkFile #00003 - Useless controll tower
Theory:
The only thing I can come up with here is that it was a control room (as in “tower”) and was forgotten by Rare. Then again, this is only a wild guess!

 

DarkFile #00004 - Useless room in Pelagic II
Mystery:
Very similar to the mystery above, this one is yet another empty room that I discovered as I was playing around in the Pelagic II. It is described in my Secrets/Cheese sections. What is a small, empty room doing at the far end (actually beyond) of the level?
DarkFile #00004 - Useless room in Pelagic II
DarkFile #00004 - Useless room in Pelagic II
Theory:
No clue, not the slightest info. Complete mystery...

 

DarkFile #00005 - Miss match with Heads and Bodies
Mystery:
It was inevitable. Golden Eye had this, and now it appeared in Perfect Dark. Any idea about all those character elements in the multiplayer character selection? And what about this GameBoy Camera™ head function?
DarkFile #00005 - Miss match with Heads and Bodies
Theory:
We use the same theories as the Golden Eye Mysteries page uses to explain why a strange mask with no body, a women's head with slick glasses, a Chinese and a black head and the Dinner Jackets appear only in Multi. However, the Dinner Jackets are actually the four Bond suits that never got put in Golden Eye for license reasons (I'll get to this later on). As for the hotly anticipated head function, it never got done. No one knows why such a beautiful project should have been terminated. It's a real bummer. For those who don't know what it is, it was simply the ability to take a picture of you - or anything else, as a matter of fact - and shape it into a polygonal head that you could fit onto your character.

 

DarkFile #00006 - Useless passwords
Mystery:
Blimey, it's not figuring out the passwords that is the problem, it's actually finding out what they do. There are some passwords hidden within the game. We have found them, but not what do they do.
DarkFile #00006 - Useless passwords
Theory:
The password you get when you reach Perfect:1 on a player stats is this:
Username: ENTROPICDECAY
Password: ZERO-TAU
And there is another on Cassandra's replacement necklace:
Username: CDV780322
Password: I8M0ZYM8NDI85
Identification is still to be done. Our best guesses are that you may use them as something in PDZero. They definitely don't work on the Carrington Institute and dataDyne sites. And thoughts of maybe using the Perfect:1 password to continue on as your character in PDZero were proved wrong when we decided that the passwords wouldn't all look the same in that case.

 

DarkFile #00007 - Forgotten or Hidden?
Mystery:
How many doors or elevators have you discovered and unfortunately only to turn out locked or inactive.
DarkFile #00007 - Forgotten or Hidden?
Theory:
Several doors have been found that possibly lead to another part of the level that are locked or inactive. Has Rare forgotten them, or locked them out on purpose?
-Their is a trapdoor connecting the two bathrooms on the Air Force One. It is locked, wonder why it's there...
-In the same level, there is a third level the elevator near the kitchen in the basement can reach to. But we can't control the elevator to go up there. Perhaps because it connects to a later part of the missions.
-Carrington Institute. The front door remains locked even though there is a walkable place past. Makes no sense to block off such a small place, especially because it isn't a mission (in the mission the door is knocked down and that's how you get access to that little place).
-Skedar Attack Ship. There is a room exactly like the one you start in on the opposite side of the level. A Skedar is standing behind it, and you could normally walk there. No point waisting energy blocking this from everybody.

 

DarkFile #00008 - Johnny boy
Mystery:
It's not much of a mystery, but it is about time to clear up everything around Jonathan.
DarkFile #00008 - Johnny boy
Theory:
Seems Rare had a hard time with Jonathan. Gosh, you can find something wrong wherever he appears. Here is a list:
-Jonathan Dark: Is he somehow related with Joanna? Appears all over the place.
-Terrible aim: Get a grip, he can't kill you in Dual. Rare forgot to change him to an enemy (the cross-hair becomes blue).
-Death speak: When he is about to blow the wall in Mission 4 part III, kill him. Won't stop him from blabbering off.
-No gun: If you think putting on Marquis of Queensbury Rules will stop John from killing in the end Cinema of Mission 4 part III, think again.

 

DarkFile #00009 - Undercover Civilians (SOLVED)
Mystery:
Why on earth do civilians in Chicago Streets where CIA tags?
DarkFile #00009 - Undercover Civilians (SOLVED)
Explanation:
Ever noticed that those civilians wear CIA badges? It might sound strange at first. If we compare to some pre-release, pics, they used to be just plain office workers. Figure Rare didn't want their civilians running down the streets in rain with work clothes, so that's why they took an already created character with a trench coat. Now why would they want CIA agents in the first place...? Perhaps to go with the FBI agents in dark cloaks? - Anyone?

 

DarkFile #00010 - Switch it out
Mystery:
There is a big red switch in the air intercept radar control room Mission 4 part I. You can't press it!?
DarkFile #00010 - Switch it out
Theory:
No, I don't want to here "It must be 'decoration' since you're among a lot of buttons". Do you really think NASA would start putting big buttons on their computers because it's more practical? No, it makes no sense. Perhaps, it used to do something, but what...?

 

DarkFile #00011 - Spotted! (SOLVED)
Mystery:
What's this guard doing at the beginning of the level?
DarkFile #00011 - Spotted! (solved)
Explanation:
He sort of has a temporary "cloaking device" till the engine calls him on to appear when the soldiers start running out.
Either that, or he is placed there as a "guard generator". As most veterans know, most guards make copy's of them selves and then those guards just keep coming back . You might not believe me, but trust me, I'm actually dead serious! That's why you never run out of guards to shoot in this level. An excellent example, to Golden Eye players, is the Bunker 2. The guards will just keep coming if you lock yourself near the safe... and didn't go any where else (weren't you wondering why the same faces kept coming back).

 

DarkFile #00012 - A keyhole
Mystery:
What on earth is this doing here? Look carefully, you can see it on the top left section cross-hair. If you still can't see it, click the image for a close-up.
DarkFile #00012 - A keyhole
Explanation:
Not a single dam clue, nothing, zilch, nichts, niet, zero - complete mystery with no leads.

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